In my opinion, we're Progress Release 0.1 is done. So It's now time to start on release 0.2

Objectives.

Finish off UFO missions

Alien Base construction

Alien Base supply

Retaliation

Infiltration

X-Corp target Alien Bases/Terror sites

Buy/Sell Enginers & Scientists. Needs to include, can't sell engineers/scientists that are working on projects.

Captured Aliens (and corpses) in X-Corp bases.

Research:

Checking that requirements (or all types) are satisfied before being able to start a project.

Assigning scientists to projects.

Changing scientists to projects that are in progress.

Manufacturing:

Checking that requirements (or all types) are satisfied before being able to start a project.

Assigning engineers to projects.

Changing engineers to projects that are in progress.

Consume materials when start project, and produce output

Transfer items between bases

GUI cleanup.

Give dialogs a solid background image

Remove CeGUI# frame from screens and dialogs, replace with artwork from C++ trunk.

Geoscape image enancement

Add Day/Night images to geoscape terrain.

Add bump mapping to geoscape

Add multiple level of detail images to geoscape. (That is, when zoomed out, use 1350 x 675 textures, then when zoom in, use higher resolution textures. Should behave OK, because as zoom in, while number of pixels per polygon increases, there should be fewer polys to draw.

Edited by red knight, 13 October 2007 - 09:21 PM.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

Also noting the screen, is there a way to lock it so no one can move it like i did as well, case being if you move it, and click on the globe without the window there nothing happens, you have to stay in the screen.

Also noting the screen, is there a way to lock it so no one can move it like i did as well, case being if you move it, and click on the globe without the window there nothing happens, you have to stay in the screen.

In C++ CEGUI we just disabled the respective properties: FrameEnabled, BackgroundEnabled, SizingEnabled, DragMovingEnabled, TitlebarEnabled, CloseButtonEnabled. (you'll probably wanna disable all of these for screens)

Edited by SupSuper, 27 August 2007 - 10:39 PM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar

Also noting the screen, is there a way to lock it so no one can move it like i did as well, case being if you move it, and click on the globe without the window there nothing happens, you have to stay in the screen.

In C++ CEGUI we just disabled the respective properties: FrameEnabled, BackgroundEnabled, SizingEnabled, DragMovingEnabled, TitlebarEnabled, CloseButtonEnabled. (you'll probably wanna disable all of these for screens)

Don't worry about it. In latest version (which I hope to upload tonight) I've removed the FrameWidget from the screens.More details later.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

Firstly, at work I spend all day writing really boring programs that universities use to shuffle money around.Second, at home I write a really exciting computer game.Thirdly, I don't write the Xenocide to relax. I write it in the hope that some gaming company will see it, realize that I'm a genius and offer me money to write software for them.To relax I.. well, that's not important.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

Replaced CeGui FrameWindow in screens (but not dialogs) with an image window.

Can attack Alien Terror sites with X-Corp craft

Aliens can do infiltration missions

Replacing Framewindow was done to fix the problem darkhomb was having with theming the CeGui# widgets.To explain, the items are rendered onto the display in the following order.

The XNA rendered scene (Geoscape or X-Net model)

The Screen's background image

Any buttons, edit or list boxes on the screen.

Any dialogs, in order.

Now, the screens were using the CeGui framewindow, which covers the entire surface with a texture. Which covered the XNA scene.I solved that by replacing the standard CeGui Taharez texture with a transparent one, so the XNA scene was visible through it.This had the side effect that dialogs ALSO had a transparent background. Which was a neat effect, except when dialogs opened on top of each other.So, I've also revered CeGui# back to the original textures.

The upshot of replacing the FrameWindow is that we can select a bitmap to act as the background of the screen, which we then draw on.I'm currently using the background images from the C++ trunk that darkhomb prepared earlier. They can be found in in COntent\Textures\UI. And yes, if you change them, you should see the changes immediately.

Note, the bitmaps need to be transparent where we want any XNA scene to show through.Other thoughts.

I'm currently using the Geoscape bitmap as the general background for all screens except the Start and X-Net screens.
We may want to generate a different "typical screen" background image, that looks more like the X-Net frame. That is, a big area on the left, and a "menu" column on the right.

Someone might like to rearange the widgets on the X-Net screen, to better match the positions on the bitmap.

As the image in the Geoscape can now be manipulated with the mouse, I suggest we remove the "up", "down", etc. buttons, and the corresponding "globes" from the underlying bitmap.

Mad, you might like to build and upload the new package for others to enjoy.Version is 0.1.1.1692

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

How do you define the background for each option, is it in the xml's or the actual programming, same with where the buttons are... are there ways to make different buttons? So I can make the globes at the bottom a button? with a different image then the menu's?

2 dteviot, are we able to make the GeoScape render the whole left part of the screen?

I replaced the light spectrum with the nightlights.png I had, Attached a jpeg to see, the png is 2.3 meg I think this might look better because the map changes the countries to night Look above to see lights as they were. Don't know if this defeats the purpose of the shader you just made?

Thirdly, I don't write the Xenocide to relax. I write it in the hope that some gaming company will see it, realize that I'm a genius and offer me money to write software for them.

OK, just to clarify, I was mostly joking when I said this.I fully realise that Game Development is generally not very pleasant (ref EA's infamous Christmas letter), and that I'm well paid by my current employer, with amazing work conditions. 4 day working weeks!I just have this fantasy of getting an OFFER from a game company. So thanks to those who PMed me with one. It really stoked my ego.

Yeah, I've run a previous release before, but just to be sure, I repaired my .NET 2.0 files. I still get the same error, unfortunately.

Read this: http://forums.xna.com/thread/9924.aspx?Summary: make sure you're running the December 2006 version of DirectX 9.0cThe other possibility that occurs, I may have accidentally made the shader a v3.0 shader. Does you card support 3.0?

How do you define the background for each option, is it in the xml's or the actual programming, same with where the buttons are... are there ways to make different buttons? So I can make the globes at the bottom a button? with a different image then the menu's?

Currently the image to use, and the size and location of the buttons is done in code.If we could get Falgard working, then it could be done in XML files.

2 dteviot, are we able to make the GeoScape render the whole left part of the screen?

Can be done, I just haven't got around to doing the math yet.

3 When you call imagesets for rendering buttons etc, do you have to call the image set name? I popped in the image set I made and renamed it inside

Off the top of my head, I'm not sure. Will need to look into it.

I replaced the light spectrum with the nightlights.png I had, Attached a jpeg to see, the png is 2.3 meg I think this might look better because the map changes the countries to night Look above to see lights as they were. Don't know if this defeats the purpose of the shader you just made?

Sorry not sure what you mean.Simplifying slightly: what the shader does is calculate the sun's angle to determine if location is in daylight or notWhen in daylight, it renders the day image.When it's night, it renders the day image darkened by 75% (so you can just see the land) and then draws the "city lights" on top of the image.

Hope that's clear

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

How do you define the background for each option, is it in the xml's or the actual programming, same with where the buttons are... are there ways to make different buttons? So I can make the globes at the bottom a button? with a different image then the menu's?

Currently the image to use, and the size and location of the buttons is done in code.If we could get Falgard working, then it could be done in XML files.

The cegui# website doesn't seem to have any activity, do they have a separate site then the ceguisharp.sourceforge.net

I replaced the light spectrum with the nightlights.png I had, Attached a jpeg to see, the png is 2.3 meg I think this might look better because the map changes the countries to night Look above to see lights as they were. Don't know if this defeats the purpose of the shader you just made?

Sorry not sure what you mean.Simplifying slightly: what the shader does is calculate the sun's angle to determine if location is in daylight or notWhen in daylight, it renders the day image.When it's night, it renders the day image darkened by 75% (so you can just see the land) and then draws the "city lights" on top of the image.

I've tried to make the supply missions a bit smarter.If you kill the freighter before it lands, an intimidator will be sent.If you kill the intimidator before it lands, a battleship will be sent.If you kill the battleship before it lands, the outpost starves to death.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

Saddly, this has broken the Geoscape for me. I uploaded my DXDIAG.txt file.

Are you saying the start screen comes up, then the PC crashes when you try to start a game?

I'm a bit, confused. You've also said, "By the way, it's also totally cool. I really love the effect."

So are you referring to the original release of the multishader (which put the city lights on the night side) or are you referring to last night's update, which expanded the geoscape to the full panel?

One possibility that occurs is I suspect I've written the shader as a v3.0, (and it doesn't need to be.)I think these are the offending lines in GeoscapeShader.fx VertexShader = compile vs_3_0 Transform(); PixelShader = compile ps_3_0 Texture();

(One of the disadvantages of creating code by frankenstiening code examples, you don't know exactly what each line does.)

I suspect if you replace vs_3_0 and ps_3_0 with vs_2_0 and ps_2_0 you'll get a v2.0 shader. (and ps_1_1/vs_1_1) might also work. Not sure if it will compile. I'm at work, so can't check. Will try to look into it tonight.

I also have two other graphics related problems that aren't new, but I want to mention.

Xenocide crashes when moved from one screen to another on dual monitor system

Xenocide crashes when computer is locked

Yes, I'm aware of that. I suspect it has to do with failing to reload either the graphics device or resouces when Xenocide loses the graphics device. Feel free to investigate.

Are you saying the start screen comes up, then the PC crashes when you try to start a game?

No crash. The globe just doesn't render. It never worked on my PC correctly. I see a donut with the starfield in the middle. Sort of.

I'm a bit, confused. You've also said, "By the way, it's also totally cool. I really love the effect."

Just based on the screenshots. They look really cool. Sorry to be confusing.

So are you referring to the original release of the multishader (which put the city lights on the night side) or are you referring to last night's update, which expanded the geoscape to the full panel?

Both. It stopped working as soon as you added the multi shader.

One possibility that occurs is I suspect I've written the shader as a v3.0, (and it doesn't need to be.)I think these are the offending lines in GeoscapeShader.fx VertexShader = compile vs_3_0 Transform(); PixelShader = compile ps_3_0 Texture();

(One of the disadvantages of creating code by frankenstiening code examples, you don't know exactly what each line does.)

I suspect if you replace vs_3_0 and ps_3_0 with vs_2_0 and ps_2_0 you'll get a v2.0 shader. (and ps_1_1/vs_1_1) might also work. Not sure if it will compile. I'm at work, so can't check. Will try to look into it tonight.

My laptop has no shader at all, so I can't test this at home. If I get time I might try that out next week.

I also have two other graphics related problems that aren't new, but I want to mention.

Xenocide crashes when moved from one screen to another on dual monitor system

Xenocide crashes when computer is locked

Yes, I'm aware of that. I suspect it has to do with failing to reload either the graphics device or resouces when Xenocide loses the graphics device. Feel free to investigate.

I think it's because we simply crash when we lose the graphics handle rather than trying to recover. If I get some time this week, I think I can fix this. However I might not have any time since I am trying to release the current version of the product I work on and find a job in a new group in the company at the same time!

I believe I've now implemented all the UFO missions, and am now moving on to scientists and engineers.That said, I'd like some feedback on how the missions look.You can modify the startsettings and facility.xml to check. Modify the range of the short range neudar to 20000, it's accuracy to 1.0 and decode to 1.e.g. like this:

There are some other "bugs" that I've found (you probably know them, but I don't know if you do ):
1) The buttons can be pressed even in the xeno-window is out of focus and behind another active window
2) Time runs while you're reading the X-Net (I forgot to check if this also happens in baseview, although my guess is that it does)
3) Your fighters can attack a crashed UFO! A new firing circle begins until the first hit, where the ufo either crashes (an already crashed ship crashes, kewl xD) or gets destroyed. You can redo this procedure until you completely destroy it
4) Fighters can attack terror sites and salvage artefacts :S
5) When will you (probably) implement the models in X-Net? Just asking!

That's it more or less, I hope I'll soon be able to check the alien missions

There are some other "bugs" that I've found (you probably know them, but I don't know if you do ):1) The buttons can be pressed even in the xeno-window is out of focus and behind another active window

A few more details please, exactly which windows & buttons are you referring to?

2) Time runs while you're reading the X-Net (I forgot to check if this also happens in baseview, although my guess is that it does)

OK, I'll look into that. (Not sure how that happened.)

3) Your fighters can attacked a crashed UFO! A new firing circle begins until the first hit, where the ufo either crashes (an already crashed ship crashes, kewl xD) or gets destroyed. You can redo this procedure until you completely destroy it

That's not a bug. That's an additional feature I added.

4) Fighters can attack terror sites and salvage artefacts :S

That shouldn't happen.

5) When will you (probably) implement the models in X-Net? Just asking!

That's it more or less, I hope I'll soon be able to check the alien missions

The code's already there. Check the "jobs for recruits" thread.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

A few more details please, exactly which windows & buttons are you referring to?

Any :SI first noticed when I had 2 open instances of xeno in order to check next-to-next the differences of 2 builds (gui and globe texture), and I noticed the above. This happens with ANY window! Look at the attached imageshack link, I made a screenshot which easily proves the above statement. The pointer is on the above/focused window, but I can select (and "click"!) the "New game" button below (that happens with any window and any button)

2) Time runs while you're reading the X-Net (I forgot to check if this also happens in baseview, although my guess is that it does)

I just checked, it happens with ANY other screen. The time stops when a new widget pops up (i.e. ufo detected), but you ONLY NOTICE ONCE YOU RETURN TO GEO!Edit: 40 minutes to post, damn I should focus more... Anyway, I just saw darkhomb's post. Well, it does for me with all builds I have (FMOD one, XACT audio, latest svn revision).

4) Fighters can attack terror sites and salvage artefacts :S

Check the 2nd image

The code's already there. Check the "jobs for recruits" thread.

Weird, couldn't find it. No worries, I'll wait for the svn update

Btw, something strange happened 2 mins ago while I was taking screenshots: I moved around the globe, and all of a sudden the whole globe render (all the left part of the xeno window) turned blue!!! I couldn't do anything else, I entered the X-Net and returned but it was still the same. I abandoned the game and started a new one, same render. I tried to put a new base, and an error poped up (3rd image) and of course crashed. Restarted the game and everything worked well. It MAY be due to running it from within a .rar archive, but it happened as I was happily moving the globe around, don't know...

A few more details please, exactly which windows & buttons are you referring to?

Any :SI first noticed when I had 2 open instances of xeno in order to check next-to-next the differences of 2 builds (gui and globe texture), and I noticed the above. This happens with ANY window! Look at the attached imageshack link, I made a screenshot which easily proves the above statement. The pointer is on the above/focused window, but I can select (and "click"!) the "New game" button below (that happens with any window and any button)

Ah. What you mean is that when you have another Windows window open over Xenocide, Xenocide can still detect the clicks. As Xeno will be running full screen when it's finished. (It's only running windowed at the moment because it makes debugging easier.) I'm not going to try fixing this.

4) Fighters can attack terror sites and salvage artefacts :S

Check the 2nd image

Sorry, error in translation, what I meant to say was, that's not supposed to happen. If it is, it's a bug.I will investigate.

Btw, something strange happened 2 mins ago while I was taking screenshots: I moved around the globe, and all of a sudden the whole globe render (all the left part of the xeno window) turned blue!!! I couldn't do anything else, I entered the X-Net and returned but it was still the same. I abandoned the game and started a new one, same render. I tried to put a new base, and an error poped up (3rd image) and of course crashed. Restarted the game and everything worked well. It MAY be due to running it from within a .rar archive, but it happened as I was happily moving the globe around, don't know...

Yes, I've seen that also. I think the content manager is somehow loosing the shader, and then not reloading it.Problem is its an intermittant fault, and I need to have it occur when I've got it in the debugger.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

5) When will you (probably) implement the models in X-Net? Just asking!

That's it more or less, I hope I'll soon be able to check the alien missions

The code's already there. Check the "jobs for recruits" thread.

i have stared this, I have a problem and do not know where to find it..If i change modelName manually I can get it to locate barracks or stun launcher and display it..

I made an if so that if the name is not barracks or stun launcher when it loads the xnet entry to make it stun launcher..

the problem no string is ever loaded into newModel, it is always empty. I don't know if the xml's are the problem or the code.. If someone can look into this I will finish the rest.

The offending function is probably the ExtractModel() in class XNetEntry. It has code to set the model's name to and empty string if the name is anything other than the stun launcher. I'll try and find time to amend it tonight.

Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

The offending function is probably the ExtractModel() in class XNetEntry. It has code to set the model's name to and empty string if the name is anything other than the stun launcher. I'll try and find time to amend it tonight.

While I am converting models and adding them so they display on xnet, I droped on in baseview and it doesn't display, do you know what all needs to be done for this?

Not sure what you mean, it works for me. Assuming you're referring to the screen where you lay out the facilities in a base.

However, what I've done:

I've taken supsuper's suggestion and added the various XML files to the XNA trunk, so that we can modify them independantly of the C++ code.I've taken the check out of XNetEntry.ExtractModel(). So, the steps to get a model appearing in XNet are:

Add the files making up the model to the correct directory under Content\Models